A sneak peek at my current project.
-non-blocking unbuffered console I/O
Display class to handle treating console as a screen and characters as pixels
Level class which handles the world space, supports negative coordinates, and can be expanded dynamically
-Item and inventory system
-Objectives / quests
-Perhaps even multiplayer
Controls: W/A/S/D for movement, Shift+X to stop the game (mostly for debug reasons)
@CullenDAvello In order to use animations, you essentially have to change the sprite once an interval of time (usually a tenth to a quarter of a second). I did it by having a spritesheet texture and changing the portion of the texture that was used for the player sprite about 5 times a second, give or take.
Nice, I really like the display class and the use of getch. One suggestion is you should look into deltatime because right now movement speed is based on the FPS.
@CowNationz That's a very good point, however I have implemented an input queue rather than movement based off passage of time for two reasons:
1. Due to the nature of the game, position is based on
ints rather than
floats and I feel like because of that that movement based on elapsed time would be inefficient in this case
2. The input runs in in a separate thread from the main processes and the display so i think that it would be a bit over complicated to implement time-based movement with that in mind.
Thanks for bringing it to my attention though :)